playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - tcmeric

Pages: [1] 2 3 ... 43
1
Playmaker Help / Re: unity timeline actions?[SOLVED]
« on: July 14, 2018, 10:50:15 PM »
Hi Jean,

I was wondering if you created an action or method similar to mine for timeline event proxy? I didnt see one on the ecosystem.

I remember us talking and you made a better one. But I cannot seem to find it  ;D

2
Share New Actions / Physics Compute Penetration
« on: July 12, 2018, 10:47:11 PM »
Hi,

Here is a custom action for Physics Compute Penetration by request.

You can find the unity documentation here: https://docs.unity3d.com/ScriptReference/Physics.ComputePenetration.html

If someone wants to put it on the ecosystem, please do  :)

3
Action Requests / Re: Request for Postprocessing Stack Actions
« on: July 11, 2018, 08:20:51 PM »
Which values would you like to change? Ie, depth of field, etc.

4
Share New Actions / Re: A* pathfinding (stable 0v841)
« on: June 29, 2018, 08:58:36 AM »
I have partial version that I believe still works with the current. However, A* is a big package that contains all kinds of things. My actions only cover a very small part. If you want a copy, join me over at https://invite-playmaker-slack.herokuapp.com . My handle is tcmeric.

Is there something specific you want in A* that you think/know that unity navmesh doesnt cover?

5
Android Help / Re: Oculus Go Build?
« on: June 23, 2018, 08:14:09 PM »
Hi, I think this is going to be a bit tricky. How will you test the controls? If you need specific controls for GO, you will need to download and install the GO SDK.

But, you should be able to load a gear VR build straight into GO, as I understand it. I havent tried though, as I dont have any Gear VR projects.

Here is another set of instructions: https://headjack.io/tutorial/sideload-install-app-apk-oculus-go/

After the APK is built, you will need to 'side load' it into the GO. This means by USB and android studio or some drivers. It does require the person with the GO to download drivers and use the command prompt (CMD) on windows. So if they have 0 technical skills, maybe you can help them via screen sharing/mirroring software such as teamshare.

6
Work In Progress... / Re: Marble Run VR
« on: June 12, 2018, 07:10:25 AM »
You can join our slack channel and see what is up there. We have quite a few people doing VR projects with VR, especially VRTK. https://invite-playmaker-slack.herokuapp.com

7
Hi, you can also post your demo at our (unofficial) playmaker slack chat channel. Lots of good people there daily. We also have a section specifically for game test and feedback now open. : https://invite-playmaker-slack.herokuapp.com

8
Playmaker Help / Re: How to find out, which PM version I need?
« on: June 08, 2018, 08:28:55 PM »
All current version of playmaker will support that.

I would suggest just using the newest version 1.9. Yes, #if PLAYMAKER should be sufficient.

Many asset creators also just put the playmaker actions (scripts) into a seperate folder and package it as an asset. If users have playmaker, then they can just double click the asset to unpack it.

If you need some help implementing the actions/testing it, please let me know. I wrote integration actions for textmesh pro, VRTK, X weapon trails, various outline packages, post process stack v1, etc. You can shoot me an email at tcmeric@gmail.com or find me on our playmaker slack chat: https://invite-playmaker-slack.herokuapp.com

9
Playmaker Help / Re: Timeline Problem
« on: May 28, 2018, 10:09:19 AM »
Hi, there is a much more complete set on the ecosystem now. Jean took the concept of what I had and make even more amazing actions!

To the OP, download the ecosystem package here for free: https://hutonggames.fogbugz.com/?W1181

Then from your editor top menu open up the ecosystem and download any extra actions you want, including a complete set of timeline actions.

10
VRTK is pretty robust, and I have created a few hundred actions for it. It runs on steam VR (which is built on top of open VR as I understand it).

Here is the getting started guide from my channel: https://www.youtube.com/watch?v=06p4mO9s--A&t=3s

11
Are you using a set of custom actions already for VR?

If so, which set?

12
Hi TMP action author here. Glad that you got it working and shared your solution. Thank you!

13
Playmaker Help / Re: Path Finding Issues
« on: May 21, 2018, 10:20:59 AM »
Make sure that it is working. Change to the navigation tab in the editor. This should show the navmesh areas. Blue by default. Then you can see if the navmesh has changed and if it changed correctly. (Keep the editor display open on one side, and the game display on another, with the navigation tab open).

Then you can figure out of you need to adjust your agents or the navmesh settings.

14
Playmaker Help / Re: Path Finding Issues
« on: May 20, 2018, 08:12:21 AM »
You can now dynamically bake navmesh at runtime with Unity. I made a video here about how to do it: https://www.youtube.com/watch?v=J6kWpOeFZyU&t=581s

15
Its hard to suggest without knowing exactly where you are.

However, I would start with using the "Smooth Look At Direction" action, as this will allow you to look at a vector or game object. I think it accepts a min/max value. So if over a value, you can stop moving it.

The vector you want to use is your mouse position. You may need to learn how to get screen to world space for this. (Mouse lives in screen space, but your gameobject lives in world space). Tutorial here: https://www.youtube.com/watch?v=OnURL4nA1jk


Pages: [1] 2 3 ... 43